Programm öffnet sich nicht mehr nach minimierung
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Hi,
wenn ich mein programm in die taskleiste minimiere und dann wieder öffne öffnet es sich nicht.
Woran kann das liegen?
Es ist eine fullscreen app.
Und noch ne Frage:
Was ist windowsx.h?// include the basic windows header files and the Direct3D header file #include <windows.h> #include <d3d9.h> // global declarations LPDIRECT3D9 d3d; // the pointer to our Direct3D interface LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class // define the screen resolution #define SCREEN_WIDTH 1024 #define SCREEN_HEIGHT 768 #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) #define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1) // function prototypes void initD3D(HWND hWnd); // sets up and initializes Direct3D void render_frame(void); // renders a single frame void cleanD3D(void); // closes Direct3D and releases memory // the WindowProc function prototype LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); // the entry point for any Windows program int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { HWND hWnd; WNDCLASSEX wc; TCHAR szAppName[] = TEXT("Erstes DirectX Programm"); ZeroMemory(&wc, sizeof(WNDCLASSEX)); wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = (WNDPROC)WindowProc; wc.hInstance = hInstance; wc.hCursor = LoadCursor(NULL, IDC_ARROW); //wc.hbrBackground = (HBRUSH)COLOR_WINDOW; wc.lpszClassName = szAppName; RegisterClassEx(&wc); hWnd = CreateWindowEx(NULL, szAppName, szAppName, WS_EX_TOPMOST | WS_POPUP, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL, hInstance, NULL); ShowWindow(hWnd, nCmdShow); // set up and initialize Direct3D initD3D(hWnd); // enter the main loop: MSG msg; while(TRUE) { DWORD starting_point = GetTickCount(); if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) break; TranslateMessage(&msg); DispatchMessage(&msg); } render_frame(); // check the 'escape' key if(KEY_DOWN(VK_ESCAPE)) PostMessage(hWnd, WM_DESTROY, 0, 0); while ((GetTickCount() - starting_point) < 25); } // clean up DirectX and COM cleanD3D(); return msg.wParam; } // this is the main message handler for the program LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { switch(message) { case WM_DESTROY: { PostQuitMessage(0); return 0; } break; } return DefWindowProc (hWnd, message, wParam, lParam); } // this function initializes and prepares Direct3D for use void initD3D(HWND hWnd) { d3d = Direct3DCreate9(D3D_SDK_VERSION); // create the Direct3D interface D3DPRESENT_PARAMETERS d3dpp; // create a struct to hold various device information ZeroMemory(&d3dpp, sizeof(d3dpp)); // clear out the struct for use d3dpp.Windowed = FALSE; // program windowed, not fullscreen d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames d3dpp.hDeviceWindow = hWnd; // set the window to be used by Direct3D d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; // set the back buffer format to 32-bit d3dpp.BackBufferWidth = SCREEN_WIDTH; // set the width of the buffer d3dpp.BackBufferHeight = SCREEN_HEIGHT; // set the height of the buffer // create a device class using this information and information from the d3dpp stuct d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev); return; } // this is the function used to render a single frame void render_frame(void) { static int i = 1; // clear the window to a deep blue if(i % 2 == 1) d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(255, 0, 0), 1.0f, 0); else d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 255, 0), 1.0f, 0); ++i; d3ddev->BeginScene(); // begins the 3D scene // do 3D rendering on the back buffer here d3ddev->EndScene(); // ends the 3D scene d3ddev->Present(NULL, NULL, NULL, NULL); // displays the created frame return; } // this is the function that cleans up Direct3D and COM void cleanD3D(void) { d3ddev->Release(); // close and release the 3D device d3d->Release(); // close and release Direct3D return; }